URP用UnlitShaderテンプレート

前書き

毎回 URP 用の Unlit Shader を探してたのでメモ。


環境

Universal RP 14.0.8


解決方法

Shader "URP/URPUnlitShaderBasic"
{
    Properties
    {
        _MainTex ("Main Texture", 2D) = "white" {}
    }

    SubShader
    {
        Tags
        {
            "RenderType" = "Opaque"
            "RenderPipeline" = "UniversalPipeline"
            "IgnoreProjector" = "True"
        }

        Pass
        {
            HLSLPROGRAM
            #pragma target 2.0
            #pragma vertex vert
            #pragma fragment frag

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            struct Attributes
            {
                float4 positionOS : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct Varyings
            {
                float4 positionHCS : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            CBUFFER_START(UnityPerMaterial)
            sampler2D _MainTex;
            float4 _MainTex_ST; // (Tiling.x, Tiling.x, Offset.x, Offset.y)
            float4 _MainTex_TexelSize; // (1/w, 1/h, w, h)
            CBUFFER_END

            Varyings vert(Attributes IN)
            {
                Varyings OUT;
                OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
                return OUT;
            }

            // フラグメントシェーダーの定義。
            half4 frag(Varyings IN) : SV_Target
            {
                float4 col = tex2D(_MainTex, IN.positionHCS);
                return col;
            }
            ENDHLSL
        }
    }
}